(This Readme file was adapted from the one released with the MS-DOS binary.) FROTZ V2.32 - an interpreter for all Infocom games. Complies with standard 1.0 of Graham Nelson's specification. Written by Stefan Jokisch in 1995-7 This program once started as a re-make of Mark Howell's Zip, but has grown into an utterly new interpreter. Frotz is freeware: It may be used and distributed freely provided no commercial profit is involved. (c) 1995-1997 Stefan Jokisch. Please report bugs to s.jokisch@avu.de Please report unix bugs to galenh@micron.net This is the unix port of Stefan Jokisch's nifty-neato-cool Z-machine interpreter. There are only two things you need to compile Frotz: * Some variant of Unix with an ANSI C compiler (gcc works fine) * A reasonably good SYSV derived curses library Note that the second requirement is _very_ important. I had several people send me complaints about Frotz not working, and found out they were unaware that their curses library was obsolete. If your system curses won't work, pick up and compile the ncurses library from ftp://prep.ai.mit.edu/pub/gnu or any GNU mirror site. Changes since Release 1: * Fixed problems with backspace * Now supports "delete" key for editing * Wired in tab completion support (which I stupidly missed) * Added emacs editing key support (-DEMACS_EDITING) How to Compile: This source distribution comes with a unsophisticated but functional Makefile. Edit it to reflect your system; the comments are fairly self- explanatory. Once that's done, just type "make". Color support is available by putting -DCOLOR_SUPPORT in the designated spot. I've added code in ux_init.c for sound hooks, but as no sound code is actually written, defining SOUND_SUPPORT will merely cause compilation to fail. Thanks for giving this a try. Any bug reports, success stories, or constructive criticism will be greatly appreciated. -- Galen Hazelwood Syntax: frotz [options] story-file -d disable color If frotz discovers that your terminal has color support, it will enable it by default. This switch overrides that behavior. -f # set the foreground colour -b # set the background colour The color numbers are the Z-machine colors, which are as follows: 2 = black 3 = red 4 = green 5 = yellow 6 = blue 7 = magenta 8 = cyan 9 = white If color support is disabled in the binary, or not available on your terminal, these options do nothing. -i ignore runtime errors Set this switch and Frotz no longer worries about anything the game tries to do. This can help you to get around fatal errors. -w # set the screen width -h # set the screen height -l # set the left margin -r # set the right margin Setting the screen format can be useful if you are running Frotz under Microsoft Windows, or if you want to test a game on a more narrow screen. Setting the margins is a matter of taste; Infocom interpreters usually set a right margin of one character (-r1). -S # set the width of the transscript file By default your transscript files are formatted to a width of 80 columns per line -- regardless of the current screen width. This switch allows you to change this setting. In particular, use -S0 to deactivate automatic line splitting in transscript files. -c # set the number of context lines When the game prints several pages of text in a row, Frotz stops for a more prompt after each page. The first prompt appears when your input reaches the top of the window. Further prompts appear when the previous page has been scrolled off the window. You can use this switch to make the latter more prompts appear earlier. -u # set the number of undo slots for multiple undo Frotz tries to allocate as much conventional memory as possible for multiple UNDO. If this strategy causes some kind of problem, use this switch to set a tighter limit. In particular, you might want to turn off the UNDO feature altogether by typing -u0. -s # set the random number seed The given seed value is used as the initial seed value on every restart. This is helpful for testing games like 'Curses' which make random decisions before the first input (such that the hot key Alt-S does not really help). The meaning of seed values is explained in the next section. -x expand abbreviations (g, x, z ==> again, examine, wait) This switch was made for old Infocom games that lack the common abbreviations introduced in later games. Use it with caution: A few games might use "g", "x" or "z" for different purposes. -o watch object movement -O watch object locating -a watch attribute assignment -A watch attribute testing Although these switches may be of assistance while debugging new games, they are are actually meant to be cheat functions. The -o switch, for example, helps to locate the thief in 'Zork 1' and the cat in 'Curses'. The other switches produce a lot of obscure messages during the game; but some of these messages might give you important clues if you watch carefully. -t set the Tandy bit Some old Infocom games were sold by the Tandy Corporation. These games behave slightly different when you use this option. For example, 'The Witness' gets censored: bastards turn into idiots, private dicks into private eyes and so on. -p plain ascii output only This inhibits the output of accented letters and other characters from the Latin-1 character set, replacing them with reasonable alternatives. This may be necessary on devices lacking these characters. -P alter behaviour of piracy opcode The piracy opcode was never used by Infocom, and this switch is only useful for those who like to toy around with Z-code. Special keys: Alt-D - toggle debugging options (-a, -A, -o, -O) Alt-H - help on hot keys Alt-N - new game (restart) Alt-P - turn on input line playback Alt-R - toggle input line recording on/off Alt-S - set the random number seed Alt-U - multiple undo, works even for old V1 to V4 games Alt-X - exit game When testing a text adventure it can be difficult to reproduce a specific bug. To avoid this problem you should use the Alt-R key to record all your inputs in a command file. Later you can press Alt-P to feed the command file back into Frotz. In many cases, however, you will find that the result is different because most games contain random events. Luckily, Frotz provides a hot key to control these events. Type Alt-S and you are asked for a seed value, i.e. a value in the range from 1 to 32767. Normally, you would choose a number >= 1000. Smaller values generate a special sequence of random numbers as proposed by Nelson. (For instance, the seed value 4 generates 1, 2, 3, 4, 1, 2, 3, 4, 1...). In any case, random events become predictable until the next restart. See also the command line option -s above. cursor left/Ctrl-B - move one character to the left cursor right/Ctrl-F - move one character to the right home/Ctrl-A - move to beginning of line end/Ctrl-E - move to end of line backspace - delete character to the left delete/Ctrl-D - delete character below cursor insert - toggle overwrite mode on/off escape/Ctrl-U - delete whole input line cursor up/Ctrl-P - get previous command cursor down/Ctrl-N - get next command page up - scroll status window up ('Beyond Zork') page down - scroll status window down ('Beyond Zork') tab - word completion (like "tcsh" under Unix) Note that the various Control aliases only function if emacs editing support has been compiled into your binary. See the Makefile for more information. When you need to type an unpleasantly long word, try to type the first three or four letters then press the tabulator key. If you are lucky, Frotz fills in some or all of the missing letters. A high beep noise indicates that the word is ambiguous; a low beep indicates that it does not exist. Apart from that, you can also use the history feature to get to previous input lines. Type the beginning of the input line you are looking for, then use cursor up/down to scroll through all input lines matching that prefix. Questions and answers: Q: What is Frotz? A: Frotz runs text adventures which come in so-called story files: ZORK1.DAT, TRINITY.DAT, CURSES.Z5, JIGSAW.Z8, ARTHUR.ZIP etc. Q: Where can I find story files to use with Frotz? A: First, you can use the files from your original Infocom games. It is possible to play Atari ST, Amiga or Macintosh games on your PC once you manage to transfer the story files. Some people even extracted story files from old Atari 800, Apple II and C-64 disks (ask your local 8bit guru). Second, there is an increasing number of new games available on the Internet. Check the if-archive at ftp.gmd.de. Q: Why does Frotz stop with an error message? A: It might have detected a bug in the story file other interpreters overlooked. Use the -i switch to run your story file anyway. It's also possible that the story file is corrupt; be sure to download story files in binary mode, especially when you use a WWW browser. Q: Is there a way to exit Frotz in emergency situations? A: Try Ctrl-break, Ctrl-C, or Ctrl-Z. The last one suspends your process and returns you to the shell, allowing you to kill it. Q: What do I need to play graphic games? A: A different port of Frotz. Try the MS-DOS version if you can use it, or wait for the X Windows port. You can run some of the V6 games without graphics--Arthur and Journey seem to work, but not Shogun or Zork Zero. (Shogun dies because I can't backscroll; Zork 0 just sputters and dies rather amusingly.) Q: What do I need for sound? A: A different port of Frotz, or a later version of this one. Sound support will first be available on Linux, and any other system which can use the Open Sound System (or OSS/Lite). Q: How can I send transscription to the printer? A: Type PRN as file name. Q: Why do I get weird characters instead of accented letters? A: Because your display/terminal/window doesn't support the Latin-1 character set properly. Use the -p flag, which uses plain ASCII output and converts accented letters appropriately. Q: Why don't the number pad keys work in 'Beyond Zork'? A: Because curses dosen't seem to know how to handle them properly. I might add a hack to support them later. Q: How can I scroll the status window in 'Beyond Zork'? A: Use page up/down instead of cursor up/down. Q: Why are my default color selections so weird? A: You're used to using the standard PC color values. The unix port wants color numbers in Z-machine form. Quick reference: 2 = black 3 = red 4 = green 5 = yellow 6 = blue 7 = magenta 8 = cyan 9 = white List of fatal errors: - "Bad stack frame" - "Byte swapped story file" - "Call to illegal address" - "Call to non-routine" [1] - "Cannot open story file" - "Division by zero" - "Error reading save file" - "Illegal attribute" - "Illegal object" [2] - "Illegal window" - "Illegal window property" - "Jump to illegal address" - "Nesting stream #3 too deep" - "No such property" - "Out of memory" - "Print at illegal address" - "Stack overflow" [3] - "Stack underflow" [4] - "Store out of dynamic memory" - "Story file read error" - "Text buffer overflow" - "Unknown opcode" - "Unknown Z-code version" - "Can't Happen (os_scroll_area)" [5] [1] The first byte of a routine must be less than 16. [2] In V4 and above, object numbers > 2000 are considered illegal. [3] Checked on every call instruction. [4] Checked on every return from a subroutine. [5] Unix-specific. Should only happen in Shogun. Acknowledgements: Many thanks to Paul D. Doherty for his continuing support of this project. Thanks to everyone who sent bug reports, contributions or helpful hints (in alphabetical order): Thomas Biskup, Ian Carpenter, Graeme Cree, Jason Dyer, Carl Edman, Julian Eggebrecht, Bernhard Fuchs, Joe Hachem, John Kennedy, Kirk Klobe, Marnix Klooster, John Mackin, Paul O'Brian, Magnus Olsson, Barry Prescott, L. Ross Raszewski, Ambat Sasi Nair, Alan Sherrod, Linards Ticmanis and Paolo Vece. Last but not least, thanks to the porters: David Kinder (Amiga), Rich Lawrence (Windows 95/NT), Andrew Holdsworth (RiscOS), Christos Dimitrakakis (HP-UX), Christopher J. Madsen (OS/2), Galen Hazelwood (Unix curses library), Ian Dean (Windows CE). Executables are available from ftp.gmd.de and from http://www.geocities.com/SiliconValley/Heights/3222/frotz.html which is the Frotz home page maintained by Chris Madsen.